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Voxam

A Specification-Accurate Z-Machine Implementation
Early and Late Infocom + Modern Inform

Built with Python Voxam is released under the MIT license.

CI status Conventional Commits: 1.0.0

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An interpreter for the Z-Machine, written in Python, with Glulx to follow.

The Z-Machine is the virtual machine Infocom designed in 1979 to run its text adventures, and which the interactive fiction community has used ever since. Voxam reads a compiled story file and executes it, with two guiding commitments: fidelity to the Z-Machine Standard -- every rule the interpreter enforces cites the section it came from -- and reproducibility, so that a recorded play session replays identically, forever.

Voxam is developed against the real Infocom catalog. The Zork trilogy, Cutthroats, Deadline, and Seastalker have all been played to winning conclusions under Voxam, several of them across multiple releases, each verified end-to-end by the acceptance harness described below.

Status

Version 0.x: early, honest, and playable.

Works today: story file versions 1 through 3, which cover Infocom's 1980--1985 catalog and many modern retro-style games. That includes the full parser and object machinery, a seeded random number generator for reproducible sessions, status line semantics, and an acceptance-script harness for recording and replaying whole playthroughs.

Under construction: version 4 support is being built "frontier-driven" -- games are run until they name the next missing piece. Version 4 stories boot and identify the interpreter; the screen model (split windows, text styles) is in progress.

Not yet: SAVE and RESTORE, sound, timed input, versions 5 and up, and Glulx. For recorded sessions, seeds substitute for saves: a script replays a whole game in moments.

Installation

Voxam requires Python 3.12 or later.

pip install voxam

or, as an isolated tool:

pipx install voxam        # or: uv tool install voxam

Voxam ships no story files. Bring your own: the IF Archive hosts thousands of freely available games, and story files you own from commercial collections work as-is.

Playing stories

Point Voxam at a story file and play at the terminal:

voxam path/to/story.z3

Add --seed to make the dice reproducible: the same seed and the same commands produce the same session, every time.

voxam --seed 1137 path/to/story.z3

Acceptance scripts

A play session can be saved as an acceptance script and replayed:

voxam --accept some-session.accept

An acceptance script is a plain text file of typed commands plus a few directives:

! SEED=99
! GAME=path/to/story.z1

# Comments annotate the session; blank lines are ignored.

x me. x mailbox            # inline comments start at whitespace + #
> open mailbox             # the > prefix is optional transcript style

The rules, line by line:

  • ! KEY=VALUE is a directive: GAME names the story file to run, and SEED fixes the dice (a --seed argument overrides it). A relative GAME path counts from the script's own directory, and forward slashes work on every platform.
  • # at the start of a line is a comment.
  • An inline comment begins at whitespace followed by #.
  • A leading > is optional and stripped; it also escapes the rare command that genuinely begins with # or !. A > alone types an empty line.
  • A line starting with three backticks is a fence: everything until the next fence is skipped entirely, directives included. Text after the backticks labels the fence, and an unclosed fence skips the rest of the file -- handy while working out a section that a seed change will invalidate, or to replay only the start of a longer script.
  • Anything else is typed into the game exactly as written.
  • When the commands run out, the session ends as if the player had reached end of input.

While recording a longer session, --replay types the script and then leaves you at the prompt instead of ending, so a work-in-progress script catches you up to where you left off:

voxam --replay some-session.accept

Refusal warnings

During a replay, Voxam listens for the parser's refusal dialect -- responses like "You can't see any statuette here!" or "You should close it first" that mean a recorded command did not do what it said. Each one is reported with the script line that drew it:

voxam: line 31: 'lock door' looks refused: You should close it first.

Refusals scroll past a human reader without registering, and the missing side effect may not surface until dozens of turns later. The warning points at the moment it happened, which turns the most common recording bug from an archaeology expedition into a one-line fix.

Development

Working on Voxam itself needs uv for dependency and environment management:

git clone https://github.com/jeffnyman/voxam.git
cd voxam
uv sync --all-groups

All commands below assume that environment.

Task Command
Run the test suite uv run pytest
Run tests without coverage uv run pytest --no-cov
Lint uv run ruff check .
Lint and autofix uv run ruff check --fix .
Format uv run ruff format .
Check formatting only uv run ruff format --check .
Type check uv run mypy
Build distributions uv build

Project conventions

  • Layout. Source lives under src/voxam, tests under tests/. The src layout ensures tests exercise the installed package rather than the working directory.
  • Typing. mypy runs in strict mode over both src and tests, and the package ships a py.typed marker so downstream consumers get its types.
  • Coverage. The suite is gated at 100% branch coverage. This is deliberate for a project of this size; adjust fail_under in pyproject.toml if it stops being useful.
  • Spec citations. The § references in code, docstrings, and output follow the HTML rendering of the Z-Machine Standard 1.1 vendored at entharion/z-machine-standard/. Other renderings of the same Standard, including the PDF beside it, number some paragraphs differently.
  • Line endings. LF everywhere except Windows script files, enforced by both .gitattributes and .editorconfig.
  • Recordings. Complete playthroughs live under acceptance/ in the repository (they are not part of the installed package). They reference games under the optional entharion submodule, so they replay locally rather than in CI -- and they double as the project's archaeology notebook, annotating where the games' published walkthroughs go wrong.

Pre-commit hooks

Install the hooks once, after which lint, format, and type checks run on every commit, and commit messages are validated:

uv run pre-commit install

Every hook is a repo: local entry that runs its tool out of the project environment via uv run, so pre-commit never clones hook repositories or builds cached environments under ~/.cache/pre-commit. Tool versions have a single source of truth: uv.lock.

To run every hook against the whole tree:

uv run pre-commit run --all-files

Commit messages

Commit messages follow Conventional Commits, enforced at commit time by commitizen through the commit-msg hook installed above:

feat: add object table parsing
fix(memory): reject story files shorter than the header
docs: explain the save file format

To check a message by hand, or to compose one interactively:

uv run cz check -m "feat: add object table parsing"
uv run cz commit

Because the history is machine-readable, commitizen derives the next version, tags it, and updates the changelog:

uv run cz bump

Reference Material (optional)

An entharion submodule holds the specifications and story files this project is developed against. These are not required as part of building and deploying Voxam, but they help during development. Voxam does not depend on anything under entharion/. It is not needed to install the project and CI does not fetch it. Git leaves submodules empty unless asked, so a plain clone simply skips it.

If you want this reference material and if this is your first time checking out the repo, run this command:

git submodule update --init --recursive

That will fetch the primary repository as well as its submodules:

The latter is my own recomposed version of the Z-Machine Standard document, made a little easier for me to read and consume. You can see this deployed here:

To discard it again, freeing the disk space without affecting the project:

git submodule deinit --all

Dependabot tracks the pinned commit and opens a PR when upstream moves. To move the pin by hand instead:

git submodule update --remote entharion
git add entharion
git commit -m "chore(deps): update entharion submodule"

👨‍💻 Author

Made with 🤍 by Jeff Nyman

Website - Jeff Nyman

LinkedIn - Jeff Nyman

☦️ Doxazein (δοξάζειν)

חֶסֶד וֶאֱמֶת אַל־יַעַזְבֻךָ קָשְׁרֵם עַל־גַּרְגְּרֹתֶיךָ כָּתְבֵם עַל־לוּחַ לִבֶּךָ

"Let not mercy and truth forsake thee:
bind them about thy neck;
write them upon the table of thine heart."
Proverbs 3:3

🕹️ Acknowledgements

This project stands on the shoulders of the team at Infocom, the MIT-born company that invented the Z-Machine to let Zork, and everything that followed, run unmodified across nearly every computer of its era. Particular thanks go to Marc Blank and Joel Berez, who designed the Z-Machine's virtual architecture, and to Tim Anderson, Bruce Daniels, and Dave Lebling, whose work on Zork at MIT gave the format a reason to exist. Thanks also to Graham Nelson, whose Inform language and Z-Machine Standards Document kept the format alive and well-documented long after Infocom itself was gone, making implementations like this one possible.

⚖️ License

The code used in this project is licensed under the MIT license.

Note: This license applies only to the code in this repository. The original Z-Machine concept, design, and any original assets belong to their respective copyright holders.

✨ Long live the classics.

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